Pet Mod [Gen 8] Crossover Chaos

I SHOULD HAVE DONE THIS LIKE A MILLION YEARS AGO.
Monikalegs


Pokémon: ***Monika*** (Death, since she was the death of the other 3 girls.)
Origin: Doki Doki Literature Club
Type: Normal
Abilities: Perish Body / Adaptability / Download
Stats: 70/70/60/140/60/100 (500)
Moves: Nasty Plot, Conversion, Conversion 2, Magic Coat, Trick Room, Partial Deletion, Perish Song, Imprision, Guidance, Command, Spacial Warp, Rewind, Alter Ego, Reanimate, Embargo, Trick Room, Magic Room, Wonder Room, Thunder Wave, Psych Up, Thunderbolt, Signal Beam, Trick, Last Resort, Sing, Scary Face, Hyper Voice, Destiny Bond, Heal Block, Future Sight, Reflect Type, Mean Look
New Move:
Partial Deletion: Normal, 100% Accuracy, 5 PP, Special, Bypasses immunities. Reduces HP by 75% and heals status conditions and positive stat changes on the target.
New Z-Move: Complete Erasure: Dark, Special, Ignores all stat buffs and protections. Wipes the opponent away, OHKOing them, but also OHKO the user before activating. Needs Monikium-Z and Parital Deletion.
Reasoning: Monika is the technical main villian of Doki Doki, even if she wasn't like that at first. While Dark could work, pure-Normal works just fine, since Porygon exists. She does have a few Dark-type moves to at least do stuff like so, as well as a few restrictive moves like Thunder Wave. Thanos' Spacial Warp and Rewind, since she is able to do so. Partial Deletion is a thing she can do (and is most famous for it), while her Z-Move, Complete Erasure, does refer to her removal of playing DDLC after playing it the 1st time, but not before she disappears as well (mostly). A few sound-moves for reference of Your Reality, and also being the only character with voice lines in the game. Scary Face for that jumpscare moment, and the Orc's signature moves for her being the Literature Club president. Perish Song, does tie in with Your Reality as well. A few other strange and "techy" moves, including Thunderbolt and Porygon's signature moves and their abilities, should complete this.

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Pokémon: ***Lance*** (War)
Origin: Epic Battle Fantasy 2
Type: Lance: Normal/Dark
Lancelot: Steel/Dark
Dark Lance: Dark
Abilities: Lance: Skill Link / Flareworker (Powers up Fire-type moves by 50%)
Lancelot: Skill Link / Repulsion (Neutralizing Gas Clone)
Dark Lance: Skill Link / Poison Point
Stats: Lance: 120/110/70/130/60/110 (600)
Lancelot: 120/110/140/130/60/110 (670)
Dark Lance: 120/150/70/160/60/110 (670)
Moves: Aura Sphere, Barrage, Bullet Seed, Electro Ball, Energy Ball, Focus Blast, Magnet Bomb, Mud Bomb, Pyro Ball, Rock Blast, Searing Shot, Shadow Ball, Sludge Bomb, Zap Cannon, Deploy Missiles, Snipe Shot, Roulette, Air Bullet, Charge Shot, Battle Rifle, M6D Pistol, Hyper Beam, Acid, Acid Spray, Air Slash, Hurricane, Thunderbolt, Spark, Discharge, Thunder, Earth Power, Drill Run, Twister, Bubble Beam, Whirlpool, Hydro Pump, Dark Pulse, Black Hole Bomb, Buzzsaw Charge, Encore, Lock On, Haze, Flash, Hidden Power, Black Matter, Black Hole, Flame Burst, Smart Strike, Poison Gas, Recover, Shuffle!, Machine Gun, Rocket, Slam, Sacred Sword, Bomb Blast, Bomb Throw, Ice Coffin, Explosion, Electroweb, Guillotine,
New Items:
Shadow Blaster: Powers up the power of Dark-type moves by 50% and reduces the damage taken from Electric and Dark-type moves by 50%. Can only be held by Lance.
Super Snipe: Powers up the power of Flying-type moves by 50%, reduces the damage taken from Flying-type moves by 50%, and gives the effects of Super Luck and Sniper. Can only be held by Lance.
Thunder Core: Powers up the power of Electric-type moves by 50%, reduces the damage taken from Electric-type moves by 50%, and negates charging and recharging. Can only be held by Lance.
Deep Blue: Powers up the power of Water-type moves by 50% and reduces the damage taken from Fire and Water-type moves by 50%. Can only be held by Lance.
Heavy Claw: Powers up the power of ballistic moves by 50% and reduces the damage taken from ballistic and Ground-type moves by 50%, but doubles the user's weight. Can only be held by Lance.
Chainsaw Gun: Powers up the power of Normal-type moves by 50%, physical moves are super effective against Grass-types, moves have a 20% chance to OHKO the target, and ignores the target's Defense and Special Defense buffs. Can only be held by Lance and is banned to AG.
Reasoning: A bit of a change up, Lance is the antagonist of EBF2, and playable character since EBF3. He's an not-Nazi who uses guns and bombs and stuff, so Skill Link seem obvious, and Normal because he's still a human, even if he can survive a nuclear bomb. Dark is coming from his main armor, which is Dark-elemental (I guess). Moves are gun shit, as well as several skills he learns in the game. He has some of his signature guns as items (no Chainsaw Gun for OU), and Shuffle! is in reference to EBF5's capturing summon mechanic. Lancelot is Steel for his robot body, and Repulsion in relation to the unique status he gives to the party in his battle. He also have much higher Defense in that battle so there's that. Dark Lance is pure Dark since name, Poison Point for Zombie (I guess), and increased offenses thanks to the battle. Ice Coffin for Absolute Zero, Electroweb since I forgot, and Explosion since Lancelot explodes at the end of the fight, and also for Oblivion and Nuke.
 
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Xehanort solos your series.png

Pokémon: Xehanort
Origin: Kingdom Hearts
Ability:
Dark Aura | Magic Bounce | [HA] Heart Locker (Normalize, but to the "Shadow" type instead, which acts in type effectiveness exactly the same as the "???" type, or in other words, hits eveything for neutral damage, but species with this typing or ability are resistant to it, such resistances may stack) | [Ultra] Seeker of Darkness (Fairy type Storm Drain, also renders the user immune to time-based moves like Stopga and Roar of Time)

Signature Items:
χ-Bladium Z: A Z-Crystal, allows Xehanort to enter "Ultra Burst" into Ultra Xehanort and unleash an special signature Z-Move, Kingdom Hearts
Xemnasium Z: A Z-Crystal, allows Xehanort to use the signature Z-Move, Ethereal Lasers

(The ones below are mainly to complement the "new" Shadow type, as Sketch users like Soma Cruz and Chibiterasu may use)
Shadium Z: A Z-Crystal, allows users of Shadow type moves to use the respective Shadow-type Z-Move, this Z-Crystal is universal for any species like how Firium Z is.
Shadow Plate: Boosts the power of Shadow type moves of the user by 20%, if held by Arceus, it becomes Arceus-Shadow, which is Shadow type.
Shadow Memory: Holder's Multi-Attack is Shadow type, if held by Silvally, it becomes Silvally-Shadow, which is Shadow type

Signature Moves:
χ-Blade Slash (Physical | Fairy | 100 BP | 100 Accuracy | 10 PP | Bypasses Protect and Substitute, 30% chance to inflict Heal Block on the target)
Ethereal Lasers (Special | Dark | 190 BP | - Accuracy | - PP | A signature Z-Move, must know Night Daze and hold a Xemnasium Z, 100% chance to flinch the target)
Shadow Rave (Special | Shadow | 70 BP | 100 Accuracy | 10 PP | No additional effect)
Shadow Rush (Physical | Shadow | 55 BP | 100 Accuracy | 10 PP | No additional effect)
Kingdom Hearts (Special | Fairy | 200 BP | - Accuracy | - PP | A signature Z-Move, must know Moonblast and hold a χ-Bladium Z, deals Shadow type damage)

Dark Pulse, Night Slash, Shadow Ball, Shadow Claw, Pursuit, Dazzling Gleam, Embargo, Memento, Nasty Plot, Night Daze, Parting Shot, Shadow Sneak, Hyperspace Hole, Spectral Thief, Fire Blast, Flamethrower, Thunder, Thunderbolt, Blizzard, Ice Beam, Hurricane, Defog, Whirlwind, Moonblast, Spirit Break, Play Rough, Fairy Lock, Floral Healing, Synthesis, Heart Swap, Gravity, Sacred Sword, Teleport, U-Turn, Mystical Fire, Close Combat, Superpower, Tri Attack, Swords Dance, Attack Order, Defend Order, Heal Order, Stopga and Stopza (See Mickey Mouse, the latter needs an Stopium Z), Knock Off, Switcheroo, Sleep Powder
The following are only if the user holds a χ-Bladium Z, which is separated in several sections to simplify the reasonings:
From X-Blade: Beat Up, Moongeist Beam, Phantom Force, Shadow Force, Cosmic Power, Photon Geyser, Stored Power, Heal Block, all signature moves
Larxene: Volt Tackle, Bolt Strike, Double Team, Eerie Impulse, Electrify, Electric Terrain, Electro Ball, Ion Deluge, Magnet Rise, Discharge, Plasma Fists, Thunder Punch, Zing Zap, Zippy Zap, Volt Switch, Sky Uppercut, Jump Kick, High Jump Kick, Stomp, Bounce, Agility
Axel: Blast Burn, Burn Up, Fire Pledge, Fire Spin, Flare Blitz, Heat Crash, Incinerate, Inferno, Magma Storm, Lava Plume, Overheat, Sunny Day, Flame Burst
Marluxia: Forest's Curse, Grass Pledge, Curse, Grass Knot, Grassy Terrain, Inky Terrain, Perish Song, Power Whip, Vine Whip, Snap Trap, Spiky Shield, Petal Blizzard, Confide, Rapid Spin, Sludge Wave, Scythe Slash (See Specter Knight)
Demyx: Bubble, Water Pledge, Bubble Beam, Hydro Pump, Liquidation, Scald, Water Spout, Sparkling Aria, Rain Dance, Revelation Dance
Lexaeus: Bulk Up, Body Press, Double-Edge, Tackle, Precipide Blades, Earthquake, Bulldoze, Dragon Dance
Vexen: Aurora Veil, Ice Shard, Freeze-Dry, Freezy Frost, Icy Wind, Glaciate, Hail, Ice Punch, Icicle Crash, Icicle Spear, Powder Snow, Crystal Spin (See Dewy)
Xigbar: Snipe Shot, Bullet Seed, Spacial Rend
Xaldin: Brave Bird, Aeroblast, Razor Wind
Xemnas: Reflect, Light Screen, Barrier
Saix: Moonblast, Outrage, Thrash, Fling, Moonlight
Xion: Psycho Cut, Judgement, Extreme Speed
Young Xehanort: Power Whip, Rewind (See Thanos), Roost
Vanitas: Astonish
Luxord: Trump Card, Trick

Stats:
(Base): 100 / 100 / 110 / 95 / 75 / 110 (590 BST)
(Ultra): 100 / 120 / 120 / 120 / 120 / 145 (725 BST)
Reasoning: Xehanort is a Dark type out of his wide affiliation with darkness. Fairy comes from his purpose of wanting to bring a perfect balance between light and darkness to everything with the χ-Blade, which falls well enought for the Fairy typing as we all know how light in KH removes darkness, similarly to how the Fairy type does to Dark and so on.

Dark Aura comes from how his aura can be, clearly enhancing darkness such as the time he did it on Terra
Magic Bounce comes from passive barriers he can do to deflect moves, such as the time he used it on Braig
Heart Locker comes from how he can lock the heart of himself and others for whatever purpoeses he wants, which also fits here for its effect out of what Shadow Pokémon fall as
Seeker of Darkness comes from how he can use the χ-Blade to drain out the light of those around him and turn himself even stronger in the process.

Lastly, for the movepool:

Well, as I said before, Xehanort gets an absurdly high amount of moves, he entered inside all of True Organization XIII and got all of their powers, which also includes Xemnas for the original Org. XIII, who also did the same, this why Xehanort got an insanely huge movepool based on each member, the movepool with the χ-Bladium Z obviously references the χ-Blade, an ancient device that allows the user to control Kingdom Hearts, and with that everything in the series' cosmology, which is why he gets such an high BST buff and so on.

Xehanort @ χ-Bladium Z
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Night Daze
- Flamethrower / Roost
- Spectral Thief
A dual STAB combination of Dark and Fairy is unresisted by the entire meta bar the notable Zacian, Flamethrower is a solid coverage option that allows Xehanort to punish Zacian from directly switching in, while Roost provides reliable recovery, Spectral Thief is mainly to steal boosts from setup sweepers, most notably annoying Xerneas by basically stealing Geomancy from it.
Xehanort @ Life Orb/Expert Belt
Ability: Magic Bounce
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spirit Break
- Knock Off
- Sleep Powder / Stopga
- U-Turn
Just go around and abuse Spirit Break to force switches on special attackers, then also use Knock Off when you think the opponent is going to switch, or use Sleep Powder/Stopga to get some free turns to then freely switch in the respective counter and gain momentum further
Xehanort @ Choice Scarf / Choice Band / Choice Specs
Ability: Heart Locker
EVs:
(Physical) 4 HP / 252 Atk / 252 Spe
(Special) 4 HP / 252 SpA / 252 Spe

(Physical) Jolly Nature
(Special) Timid Nature

@ Xemnasium Z / Choice Scarf / Choice Specs
- U-Turn
- Nasty Plot / Trick
- Night Daze
- Sleep Powder

Put something to sleep, setup then sweep, you may also use the one-time nuke of Ethereal Lasers when on a foe you can't just break so easily, it also bypasses Heart Locker BTW, you can also just put something to sleep then pivot out.
Trick may also be used if holding a Choice item instead.

@ Life Orb / Choice Scarf / Choice Band
- U-Turn / Swords Dance
- Shadow Sneak
- Spectral Thief
- Sleep Powder / Stopga / Switcheroo

Similar to the set above but this offers a lot of role compression by also keeping setup sweepers in potential check, Trick may also be used if holding a Choice item instead.
Xehanort @ Choice Scarf
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Switcheroo
- Spirit Break
- Knock Off
- Parting Shot
A pivoter that may also act as a setup supporter and can also pass its item to cripple someone.
Xehanort @ Life Orb
Ability: Dark Aura / Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Knock Off
- Spirit Break
- Swords Dance
- Roost / Agility
Thanks to great coverage, this set is possible, Magic Bounce may be choosen over for the other utilities it provides and also helps in being a better stallbreaker, while Agility helps to perform a Double Dance set to go well against offensive teams, setup support is appreciated.
 
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I thought Sleep Powder was only legal if the user held an χ-Bladium Z, unless there’s something I’m missing. (Also, I’m still a bit confused on how χ-Blade Slash’s secondary effect works, unless it’s like “attack hits and deals Fairy-type damage, then the foe loses an additional 20% HP unless the foe would faint from the damage”. Or is it like recoil damage? Either way, I would have that be considered indirect damage and blocked by Magic Guard.)
 
I thought Sleep Powder was only legal if the user held an χ-Bladium Z, unless there’s something I’m missing. (Also, I’m still a bit confused on how χ-Blade Slash’s secondary effect works, unless it’s like “attack hits and deals Fairy-type damage, then the foe loses an additional 20% HP unless the foe would faint from the damage”. Or is it like recoil damage? Either way, I would have that be considered indirect damage and blocked by Magic Guard.)
Oops, fixed, thanks for pointing out.

Anyways, oh no, it basically affects the target's base HP stat.
For example, normally an attack would be done on Chansey and now it only has 300 HP / 703 HP
With this extra effect, Chansey now is instead in 300 HP / 603 HP, as now it holds a base HP stat of 200, a next hit will turn it down to 150, then 100, then 50, then 1, at least in the case of Chansey as the 20% of 250 is 50.
It's to be noted that as the damage is done before this effect appears, if the damage done is lower than the Base HP that is going to be reduced, the opponent will simply be at Max HP but within this new limitation, so if a Mega Aggron switched into this move, now it holds 315 / 315 HP instead of the standard 343 HP, as it went from having 70 Base HP to 56 Base HP
 
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That seems pretty broken to me, as you can easily force out pretty much anything hit by it. Also, it’d cause technical difficulties with so many base HP changes. I personally would make it so that anything hit loses 12.5% (6.25% if that’s too high) of its HP after damage is dealt. Think like Flame Burst’s effect.
 
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That seems pretty broken to me, as you can easily force out pretty much anything hit by it. Also, it’d cause technical difficulties with so many base HP changes. I personally would make it so that anything hit loses 12.5% (6.25% if that’s too high) of its HP after damage is dealt. Think like Flame Burst’s effect.
Sounds WAY better.
 
Also, on account of doing Shadow damage, Kingdom Hearts should be 140 BP or something.

(EDIT: Can we still resubmit old characters from older CC threads? Mostly because I was thinking of doing a Ganondorf submission)
 
Mmm... I guess just replacing it with a Heal Block effect for simplicity's sake is best, as competitively, as it's only for the Ubers variant, it'll be often outclassed by Moonblast, especially considering that forcing a 5HKO is more passive than Chansey even there.
Anyways, while Kingdom Hearts hits the entire meta for neutral damage, it doesn't get STAB, so such a BP nerf likely isn't that needed.

Ticktock Flavorwise... not really, the effect I originally had in mind is perfectly accurate to how it goes canonwise and so on, but for balance's sake I'll change that.
 
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because who needs balanced mons nowadays

Plaguebearer Avatar

"As the moon was concealed under rolling grey clouds and the panicked screams rose from the town, Pestilence, Fourth Horseman of the Apocalypse, laughed so hard that tears rolled off his mask." -ToS Wiki
Pokémon: Plaguebearer
Franchise/Origin: Town of Salem
Type: Poison/Dark (both forms)
Ability:
Plaguebearer: Pestilence
Pestilence: Invictus
Once all of the opponent's Pokémon are poisoned or badly poisoned, Plaguebearer transforms into Pestilence.
Every other turn (like Truant), Pestilence is immune to damaging moves (not including status/moves like Infestation).
Notable moves: Baneful Bunker, Clear Smog, Poison Jab, Sludge Bomb, Toxic, Toxic Spikes, Venoshock, Flatter, Foul Play, Knock Off, Nasty Plot, Sucker Punch, Taunt, Throat Chop, Torment, Endure, Extreme Speed, Facade, Fake Out, Pain Split, Protect, Roar, Scary Face, Substitute, Yawn, Fire Blast, Heat Wave, Overheat, Will-O-Wisp, Scald, Giga Drain, Freeze-Dry, Haze, Drain Punch, Bulldoze, Earth Power, Earthquake, Defog, Calm Mind, Heal Block, Hypnosis, Trick, Curse, Destiny Bond, Hex, Night Shade, Shadow Ball, Shadow Claw, Shadow Sneak, Flash Cannon, Charm
Signature move:
Stats:
Plaguebearer: 83/53/97/67/101/73 (BST: 474)
Pestilence: 83/151/97/151/97/101 (BST: 680 (1st try boii))

Reasoning: Poison-type is kinda obvious, and Dark-type is because Plaguebearer/Pestilence is often associated with night/darkness in lore. Plaguebearer's ability (Pestilence) is based off of what happens when Plaguebearer infects every other alive player; they turn into Pestilence. Pestilence (in ToS) is immune to all attacks at night, and since night is half of the day cycle, Invictus makes Pestilence immune every other turn. Moves are based off of his lore, his appearance, and some other stuff.

Explain the reasoning for the character's type, ability and moves. Include description and details of signature move or ability such as BP, secondary effects, form changes, etc. Feel free to be as creative and include as much detail as you want.
 
340px-OoT_Ganondorf_Artwork.png

Pokemon: Ganondorf
Franchise/Origin: The Legend of Zelda
Type:
Dark.png
Ground.png

Abilities: Sturdy | Divine Power
Divine Power
: Each attack deals damage equal to 1/16 of the target's HP after the attack lands. (So using Earthquake would cause an additional 1/16 of the target's HP to be lost after the attack lands, while Taunt does not. Muti-hit moves only do this on the last hit.)
Moves: Earthquake, High Horsepower, Knock Off, Taunt, Torment, Sacred Sword, Night Slash, Slash, Body Press, Heavy Slam, Darkest Lariat, Heat Crash, Rain Dance, Hurricane, Dark Pulse, Shadow Ball, Earth Power, Fire Punch, Ice Punch, Thunder Punch, Flamethrower, Fire Blast, Surf, Hydro Pump, Thunderbolt, Thunder, Ice Beam, Blizzard, Double-Edge, Curse, Parting Shot, Warlock Punch, Mega Punch, Focus Punch, Sucker Punch, Nightmare, Phantom Force, Rest, Sleep Talk, Drain Punch
Signature Move: Warlock Punch: 150 BP, Dark, Physical, 5-8 PP, Makes contact, is punch-based. Has -1 priority. Z-move: 200 BP Black Hole Eclipse
Stats: 130/125/90/100/90/65 (600)
Justification: Dark is the stereotypical "evil" typing, while Ground represents the fact he hails from Gerudo Desert. High Horsepower is based off of the Dark Rider phase in Twilight Princess and his boar form, Sacred Sword and the other slash moves is because of his skill at sword combat, Body Press, Heavy Slam, Heat Crash and Darkest Lariat are due to his large size. Sturdy is based off of how he can survive what should be fatal blows, while Divine Power is based off of how he often has possession of the Triforce of Power. Rain Dance and Hurricane is based off of the point in Wind Waker when he cast an endless stormy night over the Great Sea. Him being a sorcerer represents Shadow Ball and Dark Pulse, with Earth Power being a mandatory special Ground STAB. The Scourge of the Divine Beasts in Breath of the Wild represent the elemental punches and the special Fire-, Water/Ice-, and Electric-type moves. Stats lean towards a slow physical tank. Special attack is still lower than Attack due to his preference for physical combat, as seen in Smash Bros. Warlock Punch is one of his special moves in Smash Bros. and is pretty much a stronger Falcon Punch. Sucker Punch (and Phantom Force, to an extent) is based off of the Forest Temple Phantom Ganon battle where he charges out of paintings, while Nightmare refers to the beginning of A Link Between Worlds, where he appears in a nightmare. Curse represents the death curse he put on Jabu Jabu and the Deku Tree in Ocarina of Time. Drain Punch and the rest of his punching moves are a nod to his Smash Bros incarnation, plus it gives him some form of recovery.
 
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Pokemon: **Scorchbeast** (Pestilence)
Franchise: Fallout
Type: Poison/Flying
Ability: Irradiate
Custom Ability: Poison-type -ate clone
Notable Moves: Boomburst, Hyper Voice, Uproar, Sludge Wave, Sludge Bomb, Clear Smog, Hurricane, Cropdust, Air Slash, Earth Power, Heat Wave, Dragon Pulse, Dark Pulse, Psychic, Psyshock, U-Turn, Roost, Spore, Stun Spore, Toxic, Poison Gas, Toxic Spikes, Defog, Defend Order, Parting Shot, Taunt, Torment, Haze, Roar, Whirlwind
Custom Move: Cropdust (Flying-type Sludge Wave clone, including the poison chance and spread-move effect; powder move)
Stats: 120 / 60 / 70 / 120 / 60 / 140 (570 BST)

TL;DR: Scorchbeasts are eusocial mutant bats the size of busses that live symbiotically with a pathogenic fungus called the Scorched Plague. While they do have a few weak slashes and dashes, they mostly stick to two main methods of attack which I've chosen to focus on here: Cropdusting the area with radioactive fungal spores, and SCREAMING. Just. So much screaming. Irradiate combines both behaviours and gives me the opportunity for a great pun, while Cropdust is a 1:1 conversion of the real attack. Most of the other moves are simply STAB or represent their main attacks - lots of sound, spore and poison-spreading moves - with a few exceptions; Psychic, Psyshock and Defend Order represent their apparent control over the hivemind induced in the Plague's zombie-like victims, Earth Power represents the fumarolic eruptions that signal when they're about to surface from their underground hive, and Heat Wave represents their preference for hot, burning or radioactive areas.

Scorchbeast @ Choice Specs
Ability: Irradiate
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Boomburst
- Cropdust / Earth Power
- Heat Wave / Earth Power
- Parting Shot / U-Turn

What do you do when you see something with 120 SpA, 140 Speed and STAB -ate Boomburst? You slap Choice Specs on her. Duh.
Scorchbeast @ Life Orb / Heavy-Duty Boots
Ability: Irradiate
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Boomburst
- Earth Power / Heat Wave
- Parting Shot / U-Turn / Spore / Toxic / Taunt / Toxic Spikes / Defog
- Roost

Alternatively, you could take advantage of her reliable recovery and infinite support movepool with a non-Choiced set. Pivot, spread status, stallbreak, set hazards, remove hazards, pick your literal Poison.
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Pokemon: Scorchbeast Queen (Mega Scorchbeast)
Mega Stone: Ultracite
Type: Poison/Flying
Ability: Corrosion
Stats: 120 / 50 (-10) / 140 (+70) / 110 (-10) / 130 (+70) / 120 (-20) (670 BST)

The big, blind bastard herself. I thought about making her a G-Max form (being about the right size - pictures to scale), but it makes more flavor sense to change her from an offensive menace to a defensive one; Scorchbeast queens are slower than common workers, but make up for it by making Giratina look frail. Sometimes, she won't even bother trying to attack, instead being perfectly happy to chill out in the nuke blast zone while your bullets bounce off and the timer ticks down. So here's a 120/140/130 Corrosion abuser with 120 Speed and reliable recovery that can't be poisoned or Arena Trapped. Look, if everybody else gets to sub broken bullshit from games only ten people play, so do I. XP

Scorchbeast @ Ultracite
Ability: Irradiate
EVs: 252 HP / 252 Spe / 4 SpD
Timid Nature
- Cropdust
- Substitute / Protect / Taunt
- Toxic
- Roost

Toxic Stall: The Pokemon.
 
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Pokemon: **Scorchbeast** (Pestilence)
Franchise: Fallout
Type: Poison/Flying
Ability: Irradiate
Custom Ability: Poison-type -ate clone
Notable Moves: Boomburst, Hyper Voice, Uproar, Sludge Wave, Sludge Bomb, Clear Smog, Hurricane, Cropdust, Earth Power, Heat Wave, Dragon Pulse, Dark Pulse, Psychic, Psyshock, U-Turn, Roost, Spore, Stun Spore, Toxic, Poison Gas, Toxic Spikes, Defog, Defend Order, Parting Shot, Taunt, Torment, Haze, Roar, Whirlwind
Custom Move: Cropdust (Flying-type Sludge Wave clone, including the poison chance and spread-move effect)
Stats: 120 / 60 / 75 / 120 / 60 / 140 (575 BST)

TL;DR: Scorchbeasts are eusocial mutant bats the size of busses that live symbiotically with a pathogenic fungus called the Scorched Plague. While they do have a few weak slashes and dashes, they mostly stick to two main methods of attack which I've chosen to focus on here: Cropdusting the area with radioactive fungal spores, and SCREAMING. Just. So much screaming. Irradiate combines both behaviours and gives me the opportunity for a great pun, while Cropdust is a 1:1 conversion of the real attack. Most of the other moves are simply STAB or represent their main attacks - lots of sound, spore and poison-spreading moves - with a few exceptions; Psychic, Psyshock and Defend Order represent their apparent control over the hivemind induced in the Plague's zombie-like victims, Earth Power represents the fumarolic eruptions that signal when they're about to surface from their underground hive, and Heat Wave represents their preference for hot, burning or radioactive areas.

Scorchbeast @ Choice Specs
Ability: Irradiate
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Boomburst
- Cropdust / Earth Power
- Heat Wave / Earth Power
- Parting Shot / U-Turn

What do you do when you see something with 120 SpA, 140 Speed and STAB -ate Boomburst? You slap Choice Specs on her. Duh.
Scorchbeast @ Life Orb / Heavy-Duty Boots
Ability: Irradiate
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Boomburst
- Earth Power / Heat Wave
- Parting Shot / U-Turn / Spore / Toxic / Taunt / Toxic Spikes / Defog
- Roost

Alternatively, you could take advantage of her reliable recovery and infinite support movepool with a non-Choiced set. Pivot, spread status, stallbreak, set hazards, remove hazards, pick your literal Poison.
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Pokemon: Scorchbeast Queen (Mega Scorchbeast)
Mega Stone: Ultracite
Type: Poison/Flying
Ability: Corrosion
Stats: 120 / 50 (-10) / 145 (+70) / 110 (-10) / 130 (+70) / 120 (-20) (675 BST)

The big, blind bastard herself. I thought about making her a G-Max form (being about the right size - pictures to scale), but it makes more flavor sense to change her from an offensive menace to a defensive one; Scorchbeast queens are slower than common workers, but make up for it by making Giratina look frail. Sometimes, she won't even bother trying to attack, instead being perfectly happy to chill out in the nuke blast zone while your bullets bounce off and the timer ticks down. So here's a 120/145/130 Corrosion abuser with 120 Speed and reliable recovery that can't be poisoned or Arena Trapped. Look, if everybody else gets to sub broken bullshit from games only ten people play, so do I. XP

Scorchbeast @ Ultracite
Ability: Irradiate
EVs: 252 HP / 252 Spe / 4 SpD
Timid Nature
- Cropdust
- Substitute / Protect / Taunt
- Toxic
- Roost

Toxic Stall: The Pokemon.
is cropdust a powder move

also are you sure scochbeast queen wouldnt just be a regular evo? you can do those y'know
 
Screw it, I'm back, but I'm gonna do something significantly less bonkers this time.

150px-Th11Yamame.png


Pokémon: Yamame Kurodani (Theme: Pestilence)
Franchise/Origin: Touhou Project
Type: Bug/Poison
Ability: Manipulation of Illness
Signature Ability: Manipulation of Illness- If Yamame would poison or badly poison a Pokemon that is immune to poisoning, that Pokemon is paralysed instead. If the target cannot be paralysed either, it is put to sleep. This ability has no effect on Poison-type Pokemon.
Notable moves: Capture Web, Toxic Thread, Toxic, Sticky Web, Toxic Spikes, Spider Web, Gunk Shot, Infestation, Dig, etc.
Signature move: Capture Web- Bug-type, Physical, 80BP, 100 Accuracy, 10 PP. Traps the target.
Stats: 110 HP/70 Atk/90 Def/30 SpA/100 SpD/30 Spe (BST: 430)

Reasoning: Yamame Kurodani is a Tsuchigumo (lit. Earth Spider) who first appears in Subterranean Animism. Her ability is the ability to manipulate illness and diseases, so the obvious typing for her is Bug/Poison. Not a great type, but her ability to manipulate illness does make her unrivalled at spreading status to anything that ISN'T a poison-type. Steel-types or Pokemon with Immunity are in for a nasty surprise when they try to absorb a Toxic Thread or Toxic thinking they're safe when they suddenly get hit with a nasty paralysis (or even worse, for 'mons like Magnezone, sleep). Yamame's approach to Danmaku in SA is a slow, methodical approach- boxing the enemy in while suffocating them with clouds of disease, so this would naturally lend itself well to a stall playstyle.

...That's it. No huge paragraph going into every little detail- Yamame's pretty self-explanatory. The main issue was whether to make her typing Bug/Ground, Ground/Poison or Bug/Poison, really.

I'm also going to do an offslate:

saffronsplash.png

Pokémon: Saffron
Franchise/Origin: One Step From Eden
Type: Normal
Ability: Simple/Drawing Dead(HA)
Signature Ability: Drawing Dead- User's off-type moves have 50% increased base power.
Notable moves: Thunderbolt, Ice Beam, Flamethrower, Flash Cannon, Moonblast, Step Slash, Kinetic Wave, Moonblast, Sacred Fire, Icicle Crash, Guillotine (lol), Sludge Bomb, Gunk Shot, Hyper Beam, Tri-Attack, Nasty Plot, Swords Dance, Protect, Cosmic Power, Reflect, Light Screen Night Slash, Sacred Sword, X-Scissor Aura Sphere, Grassy/Misty/Psychic/Electric Terrain, Whirlwind, Hurricane, Explosion, Spikes, Stealth Rock, Caltrops, Stone Edge, Rock Tomb, etc. (Basically, huge amounts of coverage)
Signature moves
Step Slash- Normal-Type, Base 100 Power, 100 Accuracy, Physical, 10PP. No additional effects.
Kinetic Wave- Water-type, Base 65 Power, 90 Accuracy, Special, 15PP. -1 Priority. Forces the opponent to switch to a random Pokemon.
G-Max Move: G-Max Ragnarok- replaces Max Strike. Removes all field effects except for Stealth Rock (i.e. Tailwind, Mist, Safeguard, Screens, Grounded Hazards, etc) as well as Terrain effects.
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (BST: 600)

Reasoning: Saffron's stats and typing were easy to figure out- as a jack of all trades who can specialise any way she wants, there was really no way she wasn't going to be a Normal-type with Mew-like stats. Her abilities cater to this adaptability side of her as well (Simple working better on defensive sets with Cosmic Power, though it can also be construed as a reference to her Chrono loadout allowing her an easier time to set things up by slowing time), with her hidden ability, Drawing Dead, letting her essentially have STAB on everything. The name, 'Drawing Dead', actually comes from her leitmotif. This further lets her specialise however she wants- not just in stats, but in moveset as well.

All of Saffron's moves have some form of basis in her home game, be they obvious ones like the Fire- and Ice-type coverage referencing all of the Fire and Ice spells at her disposal from the Anima tree (alongside Tri-Attack and Thunderbolt, which represent the tree's third main set of spells- thunder spells), Poison-type coverage representing that aspect of the Miseri tree of spells, Swords Dance and Nasty Plot to represent Convergence's set-up focus, Cosmic Power, Reflect and Light Screen representing Phalanx's focus on shields and defense, Night Slash, Sacred Sword, X-Scissor and her signature Step Slash representing the focus on slashing weapons afforded by the Slashfik Focus (Step Slash itself being a spell basically ported from OSFE- a high damage, fast spell), Terrain alteration from Hearth spells (The Terrain Moves and Entry Hazards), and even phasing via her other signature move, Kinetic Wave, to represent the Kinesys' focus on disrupting enemy positioning. The reason why Kinetic Wave and Step Slash were chosen to be ported as signature moves, though, is simple: Alongside Frostbolt (Ice Beam/Icicle Crash) and Thunder (Thunderbolt), they make up the four spells that Saffron's default loadout begins any given run in.

With that being said, while Saffron has no real weaknesses, she doesn't really have any real strengths either. Base 100 in all stats is passable, but nothing special, and with her, just as it is with Mew, it's unpredictability or bust.

Saffron's unique G-Max Move is based on the Ragnarok Spell from the Slashfik tree in her source game, which calls down a giant sword to deal massive damage and destroy the tile it hits, hence why it blows away all field effects except for the sneaky pebbles. This does include your own entry hazards, so be careful! Her Gigantamax form would be based on her Legacy skin, based on Saffron's original design.
 
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saffronsplash.png

Pokémon: Saffron
Franchise/Origin: One Step From Eden
Type: Normal
Ability: Simple/Drawing Dead(HA)
Signature Ability: Drawing Dead- User's off-type moves have 50% increased base power.
Notable moves: Thunderbolt, Ice Beam, Flamethrower, Flash Cannon, Moonblast, Step Slash, Kinetic Wave, Moonblast, Sacred Fire, Icicle Crash, Guillotine (lol), Sludge Bomb, Gunk Shot, Hyper Beam, Tri-Attack, Nasty Plot, Swords Dance, Protect, Cosmic Power, Reflect, Light Screen Night Slash, Sacred Sword, X-Scissor Aura Sphere, Grassy/Misty/Psychic/Electric Terrain, Whirlwind, Hurricane, EXPLOSION!, Spikes, Stealth Rock, Caltrops, Stone Edge, Rock Tomb, etc. (Basically, huge amounts of coverage)
Signature moves
Step Slash- Normal-Type, Base 10 Power, 100 Accuracy, Physical, 10PP. No additional effects.
Kinetic Wave- Water-type, Base 65 Power, 90 Accuracy, Special, 15PP. -1 Priority. Forces the opponent to switch to a random Pokemon.
G-Max Move: G-Max Ragnarok- replaces Max Strike. Removes all field effects except for Stealth Rock (i.e. Tailwind, Mist, Safeguard, Screens, Grounded Hazards, etc) as well as Terrain effects.
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (BST: 600)

Reasoning: Saffron's stats and typing were easy to figure out- as a jack of all trades who can specialise any way she wants, there was really no way she wasn't going to be a Normal-type with Mew-like stats. Her abilities cater to this adaptability side of her as well (Simple working better on defensive sets with Cosmic Power, though it can also be construed as a reference to her Chrono loadout allowing her an easier time to set things up by slowing time), with her hidden ability, Drawing Dead, letting her essentially have STAB on everything. The name, 'Drawing Dead', actually comes from her leitmotif. This further lets her specialise however she wants- not just in stats, but in moveset as well.

All of Saffron's moves have some form of basis in her home game, be they obvious ones like the Fire- and Ice-type coverage referencing all of the Fire and Ice spells at her disposal from the Anima tree (alongside Tri-Attack and Thunderbolt, which represent the tree's third main set of spells- thunder spells), Poison-type coverage representing that aspect of the Miseri tree of spells, Swords Dance and Nasty Plot to represent Convergence's set-up focus, Cosmic Power, Reflect and Light Screen representing Phalanx's focus on shields and defense, Night Slash, Sacred Sword, X-Scissor and her signature Step Slash representing the focus on slashing weapons afforded by the Slashfik Focus (Step Slash itself being a spell basically ported from OSFE- a high damage, fast spell), Terrain alteration from Hearth spells (The Terrain Moves and Entry Hazards), and even phasing via her other signature move, Kinetic Wave, to represent the Kinesys' focus on disrupting enemy positioning. The reason why Kinetic Wave and Step Slash were chosen to be ported as signature moves, though, is simple: Alongside Frostbolt (Ice Beam/Icicle Crash) and Thunder (Thunderbolt), they make up the four spells that Saffron's default loadout begins any given run in.

With that being said, while Saffron has no real weaknesses, she doesn't really have any real strengths either. Base 100 in all stats is passable, but nothing special, and with her, just as it is with Mew, it's unpredictability or bust.

Saffron's unique G-Max Move is based on the Ragnarok Spell from the Slashfik tree in her source game, which calls down a giant sword to deal massive damage and destroy the tile it hits, hence why it blows away all field effects except for the sneaky pebbles. This does include your own entry hazards, so be careful!
"a high damage, fast spell"
"10 BP"

Neosonic, did you make a mistake?
 
Voting starts now. You have one week to get your votes in.
Heads-up: In Age of War you play as a base and the goal is to destroy the enemy base. The base has HP, gains experience and attacks with turrets. In other words, to quote ToadBrigade, technically it's playable so why not.

Pokémon: Stone Age Base
Franchise/Origin: Age of War
Type: Rock
Ability: Long Reach / Skill Link / Slow Start
Moves: Attack Order, Defend Order, Wood Hammer, Barrage, Megahorn, Eruption, Ancient Power, Stone Edge, Rock Blast, Egg Bomb, Bone Club, Bone Rush, Bonemerang, Shadow Bone, Stealth Rock
Signature Z-Move: Volcanic Cataclysm: Requires Eruption. Calculated using the user's higher attack stat.
Stats: 60/80/120/40/45/5 (370)
Reasoning: The Stone Age Base sends out cavemen, slingshot men and dino riders against the enemy. Its long-range defensive options (turrets) include slingshots, egg throwers and catapults made of bone. Every Special move is unique to each Age, so I turned each one in a Signature Z-Move. In this case, the Special is dropping volcanic rocks that look more like meteors on the enemy.
Evolves into the Medieval Age Base.

Pokémon: Medieval Age Base
Type: Rock
Ability: Long Reach / Skill Link / Steadfast
Moves: All of the above + Sacred Sword, Arrow Shot (See Orion), High Horsepower, Pyro Ball, Tar Shot, Iron Defense
Signature Z-Move: Flaming Arrow Raid: 180 BP, Rock-type, Physical, requires Arrow Shot, burns foe.
Stats: 100/90/135/50/65/5 (445)
Reasoning: The Medieval Age sends out swordsmen, archers and mounted knights against the enemy. Its turrets are catapult, fire catapult and heated tar. This age's Special is a rain of flaming arrows. Steadfast is there to represent the knights. High Horsepower because of the mounted knights. Pyro Ball because the flame catapult literally has a rock in it.
Evolves into the Renaissance Age Base.

Pokémon: Renaissance Age Base
Type: Rock
Ability: Long Reach / Skill Link / Artillery
Moves: All of the above + Flash Cannon, Magnet Bomb, Explosive Cannon
Signature Move: Explosive Cannon: Searing Shot clone, but instead of 30% Burn chance, inflicts damage for two turns on all non-Fire-type opponents. Affected by Bulletproof.
Signature Ability: Artillery: x1.5 power for moves affected by Bulletproof.
Signature Z-Move: Light Force Shield: requires Flash Cannon. Sets Reflect and Light Screen for the user's side of the field.
Stats: 110/100/135/80/90/5 (520)
Reasoning: The Renaissance Age sends out duelers, musketeers and cannoneers against the enemy. Its turrets are small cannon, large cannon and explosive cannon. This age's Special is some sort of Christian blessing that creates a holy shield.
Evolves into the Modern Age Base.

Pokémon: Modern Age Base
Type: Steel
Ability: Long Reach / Skill Link / Artillery
Moves: All of the above + Smart Strike, Deploy Missiles (See Galleom), Bomb Blast (See Pandora), Bomb Throw (See Pandora)
Signature Z-Move: Bombardment: requires Deploy Missiles.
Stats: 110/115/135/100/105/5 (570)
Reasoning: The Modern Age sends out infantry and tanks against the enemy. Its turrets are modern turret, rocket launcher and advanced turret. This age's Special is literally a bombardment.
Evolves into the Future Age Base.

Pokémon: Future Age Base
Type: Steel/Electric
Ability: Long Reach / Skill Link / No Guard
Moves: All of the above + Zap Cannon, Laser Focus, Magnet Rise, Ion Deluge
Signature Z-Move: Space Death Ray: requires Zap Cannon. 200 BP, Smack Down effect.
Stats: 115/120/145/140/145/5 (670)
Reasoning: The Future Age sends out soldiers called "God's Blade" and Blaster, floating tanks called War Machine, and Super Soldier against the enemy. Its turrets are Plasma Cannon, Laser Cannon and Ion Ray Cannon. This age's Special is a space death ray.
Ion Ray Cannon has enough range to hit anything on screen, and will always hit the target, so No Guard comes from that.
Pokémon: Aircraft Carrier Princess
Franchise/Origin: Kantai Collection
Type: Steel/Dark
Ability: Flash Fire / Long Reach / Weak Armor
Notable moves: Bite, Crunch, Dive, Surf, Whirlwind, Liquidation, Fire Blast, Egg Bomb, Seed Bomb, Explosion, Self-Destruct, Smack Down, Knock Off, Iron Defense, Taunt, Roar, Outrage, Thrash, Rage, Bide, Revenge, Night Daze, Night Shade, Flash Cannon, Attack Order, Defend Order, Heal Order, Infestation, Dragon Pulse, Deploy Missiles (See Galleom), Bomb Throw and Bomb Blast (See Pandora), Carnage (See Urdnot Wrex), Rocket and Homing Missile (See Austin Carter)
Stats: 100/90/100/90/100/90 (570)

Reasoning: It's actually pretty hard to give Pokemon moves to a sunken anthropomorphized boat.
Pokémon: **Dungeon Guardian**
Franchise/Origin: Terraria
Type: Ghost
Ability: Magic Guard / Infiltrator / Cursed Body
Moves: Curse, Struggle (ONLY these two moves, nothing else)
Stats: 255/155/255/70/255/135 (1125)
Reasoning: If it doesn't have its stats maxed, it ain't the Dungeon Guardian. To put things into perspective, its in-game Defense stat is 9999. In second place, the player can reach a maximum of 180, and below that, a few enemies are tied at 100. In Terraria, it'll always take only 1 damage (2 on critical hits) regardless of the weapon you use. Speaking of Defense, the player needs max Defense to not be immediately oneshot by the Guardian, and even then, it can only survive 2 hits at most. It is like this to prevent the player from entering the Dungeon before breaking its curse. It's not meant to be defeated. Once the player summons it, the Dungeon Guardian will follow the player across the whole map, until one of them dies. It goes after the player at very fast speed, so Speed is also pretty high.
Why is Dungeon Guardian's movepool like that, you ask? The Dungeon Guardian only exists because of the curse of the Old Man at the dungeon. By breaking the curse, the Dungeon Guardian stops existing. Also because I wanted to make it balanced.
It gets Magic Guard for being immune to all Terraria statuses and Infiltrator for being able to go through any block or barrier. Gets Cursed Body for the same reason it gets Curse.
Also, just a reminder on how Curse mechanics work. If target is already cursed, the move fails and the user doesn't lose HP. Magic Guard doesn't block Curse dealing 1/2 max HP damage to the user. Struggle self-damage isn't blocked by Magic Guard either.
Pokémon: Hikage (Senran Kagura)
Typing: Poison
Ability: Unaware | Own Tempo | Unburden
Moves: Poison Jab, Cross Poison, Slash, Acrobatics, X-Scissor, Air Slash, Air Cutter, Fury Cutter, Aerial Ace, Glare, Coil, Assassinate (See Maki Harukawa), Dash Slash (See Great Nailsage Sly)
Stats: 75/105/60/75/60/135 (510)
Signature Move: Pure Bliss (Poison type Thrash clone)

Form: Hikage-Shinobi Transformation (works like Ultra Necrozma, must be holding Hikage's Scroll and can use Z-Move after transforming)
Ability: Own Tempo
Stats: 75/125/90/95/90/155 (630)
Z-Move: Frenzy (200 BP | Poison | upgraded from Pure Bliss | Taunts self)

Reasoning:
  • Fits slate bonus because she and her friends becomes renegades after the events of the first game, struggling to find shelter and food.
  • Poison and snake moves because her animal spirit is a snake, she looks snake-like (her eyes), and she fights with poison. Every ninja can manifest their animal spirit to help them fight.
  • Unaware and Own Tempo are because Hikage doesn't feel emotion and doesn't understand a lot of things. This is the case because of spoiler reasons.
  • Unburden is based on Frantic mode, a mechanic in all Senran Kagura games where a character strips most of their clothes and gains more power and speed.
  • Her stats are like that because Hikage is very frail in her game of origin, but also the fastest.
  • Shinobi Transformation comes from another mechanic in Senran Kagura games, where a character gains a boost in all stats, but unlike Frantic, they keep their clothes. Only transformed characters can use their Secret Ninja Arts, which is the Signature Z-Move here.
Sora has a variant with different visuals, Sora-Military, which will be based on her outfit in Stage 1 of Sora. They only differ in the abilities (Sora-Military misses out on Extraordinary Specs, whereas Sora as shown here can't get Sturdy.)
Pokémon: Sora
Type: Fighting/Flying
Ability: Motor Drive / Sturdy / Extraordinary Specs (Super Luck clone)
Stats: 70/110/80/100/80/110 [BST 550]
Moves: Sacred Sword, Swords Dance, X-Scissor, Air Slash, Hyper Beam, Giga Impact, Swords Dance, Play Nice, Slash, Charge Beam, Zap Cannon, Flamethrower, Lock-On, Laser Focus, Aerial Ace, Agility, Dive, Thunderbolt, Deploy Missiles (From Galleom), Solar Blade, Psycho Cut, Homing Missile (From Austin Carter)
Reasoning: Sora's stat spread translates from her 100% Orange Juice stats. These stats are 4HP, +1Atk, 0Def, +1Evd. (For reference, the all-rounder has 5HP and 0 in everything else, and yes I scaled Kyoko off of that too) Atk and Evd translate into Attack and Speed, respectively, with SpA trailing close behind due to proficiency in ranged weaponry, which includes not just missiles but also lasers and stuff.
Now, the moves. Sora flies throughout the various levels of Sora (Though she swims instead during part of Stage 4, that's Dive), so she's Flying-type here. She was the former ultimate weapon for her army, on top of swordsmanship, a heart full of determination to end the war and save the world, and other things, so that explains the Fighting type. She gets Motor Drive due to being capable of dashing through energy attacks, which builds up her power gauge to charge up a Hyper attack. Extraordinary Specs is based on her Hyper in 100% Orange Juice, which forces her to roll 6s on basically everything until either her turn comes up or another effect overrides it. Military Sora is its own variant in 100% Orange Juice, the differences being the Hyper only rolling 5s but can be selected in-battle unlike Extraordinary Specs and that if she's KO'd in battle, she'll revive the next turn with half of her health. Sacred Sword and Air Slash are both from her melee attacks, as well as Solar Beam and Psycho Cut just being common among sword users, and Charge Beam is from her normal fire from the energy pistol. Hyper Beam and Giga Impact are both Hyper attacks, the latter more specifically being the melee Hyper. Play Nice refers to her attempts to resolve tensions with the first boss in the game nonviolently. Zap Cannon is from a Hyper involving an unlockable weapon, Flamethrower is another unlockable weapon, and Lock-On refers to how if there's something targetable on screen and Sora doesn't already have something onscreen locked-on, Sora WILL lock-on to it. (An exception being the Stage 2 Boss in Stealth Mode) Finally, Agility refers to the aforementioned Dash ability.
Pokémon: Star Breaker
Type: Fire
Ability: Conflagrate (Normal moves turn Fire-type and deal x1.2 damage. From Human!Rimuru from CCEX) / Blaze
Stats: 90/115/75/140/85/70 [BST 575]
Gigantamax Form: Star Breaker goes full gear, binding herself to a massive sphere of doom. This is how she appears in her second boss fight in Sora.
G-Max Move: G-Max Star Blasting Light (Overrides Max Flare. All hazards are erased. For each hazard on the user's side of the field, this attack does an additional 12.5% of the target's Max HP in terms of damage, but for each hazard on the target's side of the field, Star Breaker loses 12.5% of her Max HP.)
Moves: Will-O-Wisp, Fire Blast, Flamethrower, Bomb Blast, Bomb Throw (both from Pandora), Mine (From Austin), Inferno, Incinerate, Overheat, Fire Punch, Flame Charge, Flare Blitz, Fire Spin, Hyper Beam, Explosion, Self-Destruct, Deploy Missiles (from Galleom), Flash Cannon, Blue Flare
Reasoning: Star Breaker's stats derive from her spread of 5HP/+2ATK/0DEF/-1EVA spread in 100% Orange Juice, leaning Special because she prefers that approach in terms of incinerating the target. She's a full-blown PYROMANIAC, and is too violent to even choose Star norma in 100% Orange Juice, which explains the slate bonus. G-Max SBL... isn't really a hyper card (That's Star-Blasting Fuse, which moreso translates into Mine than anything), but she attacks with massive beams of heated light as you get closer to the boss fight against her in Stage 6 of Sora, she's featured on the card, and Sora may be quoted, but Starb here's the cause of what she's referring to and she unloads them much more often in her form in the following stage, which is her aforementioned G-Max form. Explosion and Self-Destruct because she tries to unload all of her power unto the Earth in a last-ditch effort after her final boss fight, Sora trapping her in a shield and preventing the Earth from getting incinerated in the process. Everything else is stuff she does either in Acceleration of SUGURI 2 or either boss fight in Sora.
Pokémon: Yamame Kurodani
Type: Poison/Ground
Abilities: Swarm / Manipulation of Illness (Poisoned contact attackers suffer -1Atk/SpD after they land their hit.) / Steadfast
Moves: Toxic, Toxic Thread, Venoshock, Venom Drench, Earthquake, Earth Power, Rock Slide, Stone Edge, Spider Web, Sticky Web, String Shot, Poison Jab, Electroweb, Work Up, Focus Energy Toxic Spikes, Infestation, Haze, Bug Bite, Lunge
Stats: 85/95/115/70/85/70 [BST 520]
Reasoning: Ground/Poison because illness manipulation and though her race is pretty much just "The Giant Enemy Spider", it's specifically an Earth Spider. Stats because she, being what she is and all, has rather high physical strength, making her ideal for construction work combined with general spider fare. Work Up because she loves herself some battle. Her playstyle here is to poison everything and weaken the enemy's Attack and Special Defense, which can help force switches. Ground and Rock moves because former is STAB and latter is Earth, Electroweb is just common among spiders, and Poison moves are STABs that can also tie into illness manipulation. Haze ties into a spellcard with the flavor of plagued mist, and pretty much every spider gets Lunge so she gets that too. Then there's Steadfast and how she's always down for a fight.
Pokémon: Yuyuko Saigyouji
Type: Ghost/Grass
Abilities (Casual): Gluttony / Cursed Body / Perish Body
Abilities (Serious; This one's for Ubers): Analytic / Flower Veil / Perish Body
Moves: Petal Blizzard, Petal Dance, Shadow Ball, Giga Drain, Flower Shield, Infestation, Mind Reader, Foresight, Perish Song, Night Shade, Strength Sap, (Casual Only) Stockpile, Swallow, Spit Up, (Serious Only) Quiver Dance
Stats (Casual): 108/80/60/104/108/60 [BST 520]
Stats (Serious): 120/92/64/140/120/64 [BST 600]
Reasoning: Casual and Serious formes because there's plenty of VERY flavorful additions that would break her horribly and she's the first boss of one game and the final boss in another, the former being the later game where she's CLEARLY holding back and just testing your player character. Ghost/Grass because she's the ghost of a human from a thousand years ago whose corpse was used to seal off the Saigyou Ayakashi, a malicious tree that lured in prey with its beauty only for said prey to expire under it. Gluttony and Stockpile (+Related moves) because she likes eating. A lot. Cursed Body because of her lore, Perish Body because the lives of everyone around her are always at her mercy, due to her power to instantly kill any person in the vicinity, though that power never comes into use. Analytic, Mind Reader, and Foresight because she's much smarter than her ditsy demeanor would suggest, possibly even beating out her close friend Yukari Yakumo, who pretty much has 98532904385 IQ. Infestation and Quiver Dance relate to butterflies, which her danmaku takes form of. Perish Song because death powers and she has a spellcard named "Subtle Melody 'Repository of Hirokawa'". Petal moves because of power over cherry blossom petals and stuff. Flower Veil because of her "Flowery Soul" spellcard and lore. And then there's Giga Drain and Strength Sap. It's probably powers over death, but Giga Drain certainly gets STAB and Strength Sap does let her weaken the strength of people like a ghost would. Shadow Ball and Night Shade are common among ghosts so she gets those. She moves very slowly in Imperishable Night when focused (Which she will be as part of the Netherworld team), but has a wide spread and long range and at full power can just snap people dead. Her stats are all divisible by four because “four” and “death” are homonyms in Japan and she has death powers.
Pokémon: Runners (The Last of Us)
Type: Bug
Ability: Poison Touch/Swarm
Moves: Leech Life, Bug Bite, Fell Stinger, Knock Off, Sucker Punch, Night Slash, Infestation
Stats: 40/75/45/50/40/50

Reasoning: The Infected are humans who have been infected and subsequently mutated into horrific new forms by the Cordyceps Brain Infection. Runners are the first and weakest stage of the Infected who have just recently entered their transformation. Bug for being a parasite inside a human. Poison Touch for being infectious. Swarm is because they are most dangerous when in large numbers. Movepool is STAB mixed with dark moves.

Pokémon: Stalkers (The Last of Us)
Type: Bug
Ability: Poison Touch/Swarm
Moves: Leech Life, Bug Bite, Fell Stinger, Knock Off, Sucker Punch, Night Slash, Infestation, Pursuit, Attack Order, Defend Order, Heal Order, Lunge, Venoshock, Giga Drain,
Stats: 80/110/65/85/65/85

Reasoning: Stalkers are the second stage of the infection. They have the vision and speed of Runners, with the ferocity of Clickers. Type, ability, moves are all the same.

Pokémon: Clickers (The Last of Us)
Type: Bug
Ability: Poison Touch/Swarm
H. Ability: Echolocation - Clickers lock on to target after hitting them with Sound-Based moves.
Moves: Leech Life, Bug Bite, Fell Stinger, Knock Off, Sucker Punch, Night Slash, Infestation, Pursuit, Attack Order, Defend Order, Heal Order, Lunge, Venoshock, Giga Drain, Hyper Voice, Bug Buzz, Boomburst, Echoed Voice, Roar, Screech, Snarl, Supersonic, Perish Song
Stats: 110/140/80/100/80/90

Reasoning: Clickers are the third stage of the Infected and take roughly a year to reach this stage of infection. They have had prolonged exposure to the fungus, and now possess strength that significantly surpasses the average human. Echolocation and Sound based moves are from it being blind due to fungal infection taking over their face, and using echolocation to compensate.

Pokémon: Bloaters (The Last of Us) I.E. Mega Clickers
Type: Bug
Ability: Echolocation - Clickers lock on to target after hitting them with Sound-Based moves.
Stats: 110/150/120/110/120/90

Reasoning: Bloaters are the fourth, rarest, and most dangerous stage of infection as they take the longest to develop, taking years to reach this stage. Echolocation as the beast is still blind. Stat boosts are mainly defensive.
Pokémon: Lisette (Stella Glow)
Type: Water/Fairy
Ability:Water Veil/Liquid Voice
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Stats: 100/50/100/150/125/75 (600)
Stats (Goddess): 120/60/130/160/155/75 (700)
Moves: Aqua Jet, Hydro Pump, Scald, Surf, Ice Beam, Icy Wind, Blizzard, Icicle Crash, Dazzling Gleam, Moonblast, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Calm Mind, Rest, Sleep Talk, Snore, Wish, Heal Bell, Heal Pulse, Healing Wish, Light Screen, Reflect, Rain Dance.
Signature Move: To the Sea-Water, Status, 5 PP, Heals all Pokemon on the user's side to full.
Z-Move: Levia-Converted from To the Sea using Tunium Z. Only usable in Goddess form. Water, Status, Heals whole party to full, cures all status conditions on the user's side.
Reasoning: Water/Fairy because water witch. Water Veil being a passive ability from her game. Liquid Voice as she's a singer. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Water and Fairy are for STAB. Ice is for coverage, also Lisette uses Ice attacks in the game. Calm Mind is because she keeps the group grounded in the game, and is the most stable of the witches.
Pokémon: Tatiana
Franchise: Rise of Immortals
Type:
Psychic.png


Ability: Levitate
Moves: Cleanse, Stasis, Spiritual Blast, Future Sight, Psyshock, Shadow Ball, Signal Beam, Focus Blast, Thunderbolt, Light Screen, Disable
Stats: 85 HP/60 Atk/70 Def/120 SpA/70 SpD/90 Spe (490 BST)

Cleanse |
Psychic.png
|
Status.png
| 16 PP | The user or an ally have their negative stat changes removed. Light Screen is also set up.
Stasis |
Psychic.png
|
Special.png
| 75 BP | 16 PP | 100% | 40% chance to flinch. The target is trapped next turn.
Spiritual Blast |
Psychic.png
|
Special.png
| 95 BP | 16 PP | 100% | Half of the damage dealt to the target is dealt to the target's adjacent allies. If the target is hit with this while trapped, their Special Defense is lowered by 2.
Elemental Nova |
Psychic.png
|
Special.png
| 150 BP | Z-Move. Requires Spiritual Blast and Tatianium-Z. Hits all opponents, and traps them on the next turn.

Sample Sets
Tatiana @ Tatianium-Z
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Signal Beam / Focus Blast
- Stasis
- Spiritual Blast
- Disable
Reasoning: Tatiana was born to a family of oracles. Kings and generals wanted her to serve them, but she refused. Because of this, her family was killed. In revenge, Tatiana started a large war where millions were killed. Tatiana has high offensive capability and low-medium defensive capability. She moves by floating. She is a disabler mage, which is somewhat reflected by her attacks. With Cleanse, she removes debuffs and creates a Warding Shield, that reduces magical damage. With Stasis, she traps an opponent and stops them from taking action, while also damaging them. With Spiritual Blast, she launches a big blast, that deals half damage to opponents near the target. If it hits someone affected by Stasis, their magic resistance is reduced. Elemental Nova is her Signature Ability, where she brings down a large blast that traps opponents.
Pokémon: **Wither**
Origin: Minecraft
Type: Ghost/Ground
Ability: Levitate / Magic Guard / Withering*
*Withering: User's moves inflict Leech Seed.
Stats: 190/130/80/80/80/110 (670)
Notable Moves: Shadow Bone, Bone Rush, Seed Bomb, Brave Bird, Spikes, Recover, Leech Seed, Explosion, First Impression
Sample Sets
Wither @ Leftovers
Ability: Magic Guard / Withering
EVs: 252 HP / 252 Atk / 4 Spe
Nature
- Recover
- Spikes
- Shadow Bone
- Brave Bird

Reasoning: The flying, three-skulled terror that can be summoned into the world of Minecraft, assuming you like dying. Ghost-type due to its undead nature. Ground it's summoned with Soul Sand, and several bone-related moves are Ground-type. Levitate because it flies, Magic Guard because it's immune to being set on fire and most potion effects. Withering is due to three properties of its skull shots - they heal the Wither when they hit something, they inflict the damage over time wither effect, and they plant a Wither Rose when they kill something. I rolled all of those into one and got Leech Seed. Shadow Bone and Bone Rush because it likes to shoot lots of skulls at everything that lives. Seed Bomb, Spikes and Leech Seed because of the Wither Rose thing. Brave Bird because it has a charging attack in Pocket Edition. Recover because it heals off damage. Explosion and First Impression because it kicks off the battle with a bang... literally. Its stats reflect how it is in game - slower and not much stronger than an Endeman, but also with an insane amount of HP.
Pokemon: Goomba
Origin: Mario
Type: Normal/Grass
Ability: Adaptability
Stats: 20/100/20/20/20/70 (250 BST)
Moves: Tackle, Headbutt, Body Slam, Skull Bash, Slam, Pound, Take Down, Double Edge, Bounce

Reasoning: This would represent war. Why? Well, several games depict them as "basic troops", with one example being the Mario and Luigi remakes in their respective modes. So they could represent the basic soldiers in wars. Anyways, I made all it's moves based off it's way of attacking: Tackling, Headbutting, and in some games they do jump for attacking, so that explains body slam and Bounce. Adaptability is because in many games, the goombas have been adapting to many environments. Ah yeah, stats. 20 in all bulk based stats, because it either dies in one hit, or in the case of any Mario RPG, is a very early game enemy that can get KO'd easily. 20 in only special attack because it doesn't resort to anything besides it's own body for attacking. No projectiles or anything. It has 70 speed because it can run at a... Decent speed. It's great attack is because they are KNOWN for their fighting and they in many games tend to KO Mario in one hit.

But hey! This is only the first form! There are 2 evolutions!

It can evolve into...

Pokemon: Paragoomba
Origin: Mario
Type: Flying/Normal
Ability: Aerilate/Wing Shield
Custom ability description: Wing Shield. When you first take damage, all damage gets blocked. However, you lose 1/8 of your HP. Disguise clone.
Stats: 20/100/20/20/20/80 (260 BST)
Moves: All moves goomba has, Sky Attack, Aerial ace, Fly

Reasoning: Aerilate is because they usually attack by the air, so now they charge into you while in the air instead of on ground. Wing Shield is because in some games, when a paragoomba gets jumped on, it loses it simply loses it's wings, but the loss of wings is permanent, so that'd represent the loss of 1/8 HP. However, attacking again would KO it, so that's why it can only work once. It's speed was slightly buffed, as they do tend to fly a bit faster than goombas walk. The 3 new moves represents this paragoomba's way of attacking and moving, while it retains all moves from goomba, because it's just a goomba with wings.

Or, it can evolve into this, in which you'd choose this if you had to choose between these two...

Pokemon: Mega Goomba
Origin: Mario
Type: Normal/Grass
Ability: Huge Power
Stats: 80/100/80/20/80/50 (410 BST)
Moves: All moves goomba has + Stomp

Reasoning: It's much more bulky as it almost always requires to be hit more than once, and takes FAR more damage than standard goombas in RPGs. It's also a bit slower as unlike goombas, they don't really do much running at all. It can also sometimes be slower when walking than goombas. It only gets one new move, because it's honestly a goomba, but far larger, but stomp represents how it attacks in some games. Huge power is because in RPGs it can hit for LOADS of damage and because... It's huge.
 
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